Tuesday, 8 October 2013

Modeling a car (7/10/2013)

At the start of this session, we discussed 'Naming Conventions' e.g. how to correctly name the textures used for 3D models.

An example of a naming convention is: namefile_DM

The initials being as follows.

  • DM means Diffuse Map
  • SM means Specular Map
  • EM means Emmisive Map
  • NM means Normal Map
  • AM means Alpha Map 
  • UV means UV Map

* If we don't include a naming convention then we LOSE MARKS! Remember this! *

We were then given memory sticks and asked to use the resources in them to produce a 3D model of a car.

The steps are as follows. 

Added the diffuse textures of car pictures from numerous angles, using the memory stick provided, into the 'Material Editor'.  


Made a plane with 200 in X and 200 in Y. Making sure to centre it afterwards.


I then added the car roof texture to the first bottom plane before copying that plane and then changing its texture for the other angles. I then made sure to add the other textures in order to produce every side of the car.



I was then reminded to use the F3 key in order to make the background of my modeling area grey and then pressed G to remove the grid. Thus making it easier to see what I was modeling.
Right clicking the planes and selecting 'Object Proprieties', I then ticked 'Backface Cull' and unticked 'Show Frozen in Grey' in order to make the textures on the planes one sided so as to not waste memory, and also to make the walls transparent when looked at from behind. Whilst making sure to use the 'Mirror' tool on the side view to make it face the correct direction.



I then added another smaller plane to the side of the car and converted it to an 'editable poly'. After which I then selected its vertexes in order to edit its shape.


Using 'Edge' and holding down 'Shift', I was able to create new faces for the plane, thus making three faces before bending their vertexes in order to start to create the car's curved bonnet.


I then used the same technique as before in order to start to shape the car itself. I also did a technique in order to make creating my car easier. First of all, I went into material editor and choosing a blank sphere changed it to another colour. Then going into 'Auto Key' I went to frame 100 and selected the opacity of the coloured texture making it 0. From doing this, I can more easily refer to the orginal image of the car. I must make sure to turn off 'Auto Key' when finished, otherwise it may animate the rest of my changes.  



I then just carried on making the car bit by bit.


Unfortunately, I had failed to keep an eye on not one, but three windows, the 'Top', 'Left' and 'Front' views. Therefore, because I only focused on the 'Left' side the 'Front' and 'Top' views were distorted. Therefore I needed to recreate what I had, making sure to give all sides my attention.  



When I want to make it more detailed, all I will need to do is select a face. By right clicking and then selecting 'Create' I can make a new face, thus allowing myself to make curves more easily.

The lecturer also helped me by showing what a car should roughly look like, when you concentrate on all three viewpoints. 


In my own time I am going to try and finish at least the front of the car.

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